Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
The Command "StartFPSChart" references an "EndFPSChart" which is not recognized and should reference "StopFPSChart" ...
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...
When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
When opening a material in the material editor, there is a chance that the material editor will open and become a tab on the main editor window even if a material was already opened and detached fro ...
When you upgrade your project to a new version of the engine, your Collections are deleted from the Collection setting. ...
The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...
The foliage in the map appears to be unaffected by the changes in view distance. The scalability settings are changing the cvars to the right values but the change is not being reflected on screen ...
When using a Gamepad, there is an issue where input from the controller continues to control editor menus during Mobile PIE session. This issue does not a appear to be a regression. Versions Tested ...